diff --git a/src/info.c b/src/info.c
index f56e5d78e3e786b33806a1a596f0051a182144fd..331e114b6381cf2161fb83d121ec2b77c9b7853b 100644
--- a/src/info.c
+++ b/src/info.c
@@ -5198,11 +5198,11 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		0,              // speed
 		24*FRACUNIT,    // radius
 		34*FRACUNIT,    // height
-		0,              // display offset
+		1,              // display offset
 		DMG_FIRE,       // mass
 		0,              // damage
 		sfx_None,       // activesound
-		MF_NOGRAVITY|MF_NOBLOCKMAP|MF_FIRE|MF_PAIN, // flags
+		MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_FIRE|MF_PAIN, // flags
 		S_NULL          // raisestate
 	},
 
@@ -7977,7 +7977,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		DMG_SPIKE,      // mass
 		0,              // damage
 		sfx_None,       // activesound
-		MF_NOBLOCKMAP|MF_SCENERY|MF_NOCLIPHEIGHT,  // flags
+		MF_SOLID|MF_SCENERY,  // flags
 		S_NULL          // raisestate
 	},
 
@@ -8004,7 +8004,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		DMG_SPIKE,      // mass
 		0,              // damage
 		sfx_None,       // activesound
-		MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_PAPERCOLLISION,  // flags
+		MF_SOLID|MF_NOGRAVITY|MF_SCENERY|MF_PAPERCOLLISION,  // flags
 		S_NULL          // raisestate
 	},
 
@@ -8031,7 +8031,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
 		4,              // mass
 		0,              // damage
 		sfx_None,       // activesound
-		MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPTHING,  // flags
+		MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPTHING,  // flags
 		S_NULL          // raisestate
 	},
 
diff --git a/src/p_map.c b/src/p_map.c
index 836e75c4e8bb08937e79fadf5f572125c9841b90..329224d0bd353c8a345f5483ffd5142695b9f0e3 100644
--- a/src/p_map.c
+++ b/src/p_map.c
@@ -1152,9 +1152,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
 			return true; // underneath
 
 		if (tmthing->eflags & MFE_VERTICALFLIP)
-			thing->z = tmthing->z - thing->height - FixedMul(FRACUNIT, tmthing->scale);
+			P_TeleportMove(thing, thing->x, thing->y, tmthing->z - thing->height - FixedMul(FRACUNIT, tmthing->scale));
 		else
-			thing->z = tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale);
+			P_TeleportMove(thing, thing->x, thing->y, tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale));
 		if (thing->flags & MF_SHOOTABLE)
 			P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
 		return true;
@@ -1465,86 +1465,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
 		return true;
 	}
 
-	// Sprite Spikes!
-	// Do not return because solidity code comes below.
-	if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID && thing->player) // moving spike rams into player?!
-	{
-		if (tmthing->eflags & MFE_VERTICALFLIP)
-		{
-			if (thing->z + thing->height <= tmthing->z + FixedMul(FRACUNIT, tmthing->scale)
-			&& thing->z + thing->height + thing->momz  >= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz
-			&& !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && thing->eflags & MFE_VERTICALFLIP))
-				P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
-		}
-		else if (thing->z >= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale)
-		&& thing->z + thing->momz <= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz
-		&& !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && !(thing->eflags & MFE_VERTICALFLIP)))
-			P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
-	}
-	else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tmthing->player) // unfortunate player falls into spike?!
-	{
-		if (thing->eflags & MFE_VERTICALFLIP)
-		{
-			if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
-			&& tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale)
-			&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && tmthing->eflags & MFE_VERTICALFLIP))
-				P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
-		}
-		else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
-		&& tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
-		&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && !(tmthing->eflags & MFE_VERTICALFLIP)))
-			P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
-	}
-
-	if (tmthing->type == MT_WALLSPIKE && tmthing->flags & MF_SOLID && thing->player) // wall spike impales player
-	{
-		fixed_t bottomz, topz;
-		bottomz = tmthing->z;
-		topz = tmthing->z + tmthing->height;
-		if (tmthing->eflags & MFE_VERTICALFLIP)
-			bottomz -= FixedMul(FRACUNIT, tmthing->scale);
-		else
-			topz += FixedMul(FRACUNIT, tmthing->scale);
-
-		if (thing->z + thing->height > bottomz // above bottom
-		&&  thing->z < topz) // below top
-		// don't check angle, the player was clearly in the way in this case
-			P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
-	}
-	else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && tmthing->player)
-	{
-		fixed_t bottomz, topz;
-		angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tmthing->x, tmthing->y);
-
-		if (P_PlayerInPain(tmthing->player) && (tmthing->momx || tmthing->momy))
-		{
-			angle_t playerangle = R_PointToAngle2(0, 0, tmthing->momx, tmthing->momy) - touchangle;
-			if (playerangle > ANGLE_180)
-				playerangle = InvAngle(playerangle);
-			if (playerangle < ANGLE_90)
-				return true; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them.
-		}
-
-		bottomz = thing->z;
-		topz = thing->z + thing->height;
-
-		if (thing->eflags & MFE_VERTICALFLIP)
-			bottomz -= FixedMul(FRACUNIT, thing->scale);
-		else
-			topz += FixedMul(FRACUNIT, thing->scale);
-
-		if (tmthing->z + tmthing->height > bottomz // above bottom
-		&&  tmthing->z < topz // below top
-		&& !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer
-		{ // use base as a reference point to determine what angle you touched the spike at
-			touchangle = thing->angle - touchangle;
-			if (touchangle > ANGLE_180)
-				touchangle = InvAngle(touchangle);
-			if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked!
-				P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
-		}
-	}
-
 	if (thing->flags & MF_PUSHABLE)
 	{
 		if (tmthing->type == MT_FAN || tmthing->type == MT_STEAM)
@@ -1623,6 +1543,22 @@ static boolean PIT_CheckThing(mobj_t *thing)
 
 	if (thing->player)
 	{
+		if (tmthing->type == MT_WALLSPIKE && (tmthing->flags & MF_SOLID)) // wall spike impales player
+		{
+			fixed_t bottomz, topz;
+			bottomz = tmthing->z;
+			topz = tmthing->z + tmthing->height;
+			if (tmthing->eflags & MFE_VERTICALFLIP)
+				bottomz -= FixedMul(FRACUNIT, tmthing->scale);
+			else
+				topz += FixedMul(FRACUNIT, tmthing->scale);
+
+			if (thing->z + thing->height > bottomz // above bottom
+			&&  thing->z < topz) // below top
+			// don't check angle, the player was clearly in the way in this case
+				P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
+		}
+
 		// Doesn't matter what gravity player's following! Just do your stuff in YOUR direction only
 		if (tmthing->eflags & MFE_VERTICALFLIP
 		&& (tmthing->z + tmthing->height + tmthing->momz < thing->z
@@ -1657,6 +1593,55 @@ static boolean PIT_CheckThing(mobj_t *thing)
 		if (!tmthing->health)
 			return true;
 
+		if (thing->type == MT_SPIKE && (thing->flags & MF_SOLID)) // unfortunate player falls into spike?!
+		{
+			if (thing->eflags & MFE_VERTICALFLIP)
+			{
+				if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
+				&& tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale)
+				&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && tmthing->eflags & MFE_VERTICALFLIP))
+					P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
+			}
+			else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
+			&& tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
+			&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && !(tmthing->eflags & MFE_VERTICALFLIP)))
+				P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
+		}
+
+		if (thing->type == MT_WALLSPIKE && (thing->flags & MF_SOLID))
+		{
+			fixed_t bottomz, topz;
+			angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tmthing->x, tmthing->y);
+
+			if (P_PlayerInPain(tmthing->player) && (tmthing->momx || tmthing->momy))
+			{
+				angle_t playerangle = R_PointToAngle2(0, 0, tmthing->momx, tmthing->momy) - touchangle;
+				if (playerangle > ANGLE_180)
+					playerangle = InvAngle(playerangle);
+				if (playerangle < ANGLE_90)
+					return true; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them.
+			}
+
+			bottomz = thing->z;
+			topz = thing->z + thing->height;
+
+			if (thing->eflags & MFE_VERTICALFLIP)
+				bottomz -= FixedMul(FRACUNIT, thing->scale);
+			else
+				topz += FixedMul(FRACUNIT, thing->scale);
+
+			if (tmthing->z + tmthing->height > bottomz // above bottom
+			&&  tmthing->z < topz // below top
+			&& !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer
+			{ // use base as a reference point to determine what angle you touched the spike at
+				touchangle = thing->angle - touchangle;
+				if (touchangle > ANGLE_180)
+					touchangle = InvAngle(touchangle);
+				if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked!
+					P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
+			}
+		}
+
 		if (thing->type == MT_FAN || thing->type == MT_STEAM)
 			P_DoFanAndGasJet(thing, tmthing);
 		else if (thing->flags & MF_SPRING && tmthing->player->powers[pw_carry] != CR_MINECART)
@@ -1721,8 +1706,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
 		}
 	}
 
-	if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM || tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) && (thing->player))
-		; // springs, gas jets and springs should never be able to step up onto a player
+	if ((thing->player) && (tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM))
+		; // springs and gas jets should never be able to step up onto a player
 	// z checking at last
 	// Treat noclip things as non-solid!
 	else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID
@@ -1730,6 +1715,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
 	{
 		fixed_t topz, tmtopz;
 
+		if (tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) // do not run height checks if you are a spike
+			return true;
+
 		if (tmthing->eflags & MFE_VERTICALFLIP)
 		{
 			// pass under
@@ -2727,6 +2715,16 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
 				&& P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale))
 					maxstep = 0;
 			}
+			else if (thing->flags & MF_PUSHABLE)
+			{
+				// If using type Section1:13, double the maxstep.
+				if (GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 13)
+					maxstep <<= 1;
+
+				// If using type Section1:14, no maxstep.
+				if (GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 14)
+					maxstep = 0;
+			}
 
 			if (thing->type == MT_SKIM)
 				maxstep = 0;
diff --git a/src/p_mobj.c b/src/p_mobj.c
index 83f9ebf3c7a5f27d18a65416900be70df38e911b..40ef447f84eeff9336f39a715820b50512b7437b 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -395,13 +395,13 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
 			if (skin)
 			{
 				UINT16 stateframe = st->frame;
-				
+
 				// Add/Remove FF_SPR2SUPER based on certain conditions
 				if (player->charflags & SF_NOSUPERSPRITES)
 					stateframe = stateframe & ~FF_SPR2SUPER;
 				else if (player->powers[pw_super])
 					stateframe = stateframe | FF_SPR2SUPER;
-				
+
 				if (stateframe & FF_SPR2SUPER)
 				{
 					if (mobj->eflags & MFE_FORCENOSUPER)
@@ -409,11 +409,11 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
 				}
 				else if (mobj->eflags & MFE_FORCESUPER)
 					stateframe = stateframe | FF_SPR2SUPER;
-					
+
 				// Get the sprite2 and frame number
 				spr2 = P_GetSkinSprite2(skin, (stateframe & FF_FRAMEMASK), mobj->player);
 				numframes = skin->sprites[spr2].numframes;
-				
+
 				if (state == S_PLAY_STND && (spr2 & FF_SPR2SUPER) && skin->sprites[SPR2_WAIT|FF_SPR2SUPER].numframes == 0)
 					mobj->tics = -1;	// If no super wait, don't wait at all
 			}
@@ -541,7 +541,7 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
 			if (skin)
 			{
 				UINT16 stateframe = st->frame;
-				
+
 				// Add/Remove FF_SPR2SUPER based on certain conditions
 				if (stateframe & FF_SPR2SUPER)
 				{
@@ -550,11 +550,11 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
 				}
 				else if (mobj->eflags & MFE_FORCESUPER)
 					stateframe = stateframe | FF_SPR2SUPER;
-					
+
 				// Get the sprite2 and frame number
 				spr2 = P_GetSkinSprite2(skin, (stateframe & FF_FRAMEMASK), NULL);
 				numframes = skin->sprites[spr2].numframes;
-				
+
 				if (state == S_PLAY_STND && (spr2 & FF_SPR2SUPER) && skin->sprites[SPR2_WAIT|FF_SPR2SUPER].numframes == 0)
 					mobj->tics = -1;	// If no super wait, don't wait at all
 			}
@@ -1872,7 +1872,7 @@ void P_XYMovement(mobj_t *mo)
 		// blocked move
 		moved = false;
 
-		if (player) 
+		if (player)
 			B_MoveBlocked(player);
 
 		if (LUA_HookMobjMoveBlocked(mo, tmhitthing, blockingline))
@@ -3323,7 +3323,7 @@ void P_MobjCheckWater(mobj_t *mobj)
 			{ // Water removes electric and non-water fire shields...
 			    if (electric)
 				    P_FlashPal(p, PAL_WHITE, 1);
-				
+
 				p->powers[pw_shield] = p->powers[pw_shield] & SH_STACK;
 			}
 		}
@@ -7059,6 +7059,8 @@ static void P_PyreFlyBurn(mobj_t *mobj, fixed_t hoffs, INT16 vrange, mobjtype_t
 	fixed_t zoffs = P_RandomRange(-vrange, vrange)*FRACUNIT;
 	mobj_t *particle = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, zoffs, mobjtype);
 	particle->momz = momz;
+	particle->flags2 |= MF2_LINKDRAW;
+	P_SetTarget(&particle->tracer, mobj);
 }
 
 static void P_MobjScaleThink(mobj_t *mobj)
@@ -7842,6 +7844,48 @@ static void P_MobjSceneryThink(mobj_t *mobj)
 		if (P_MobjFlip(mobj)*mobj->momz < mobj->info->speed)
 			mobj->momz = P_MobjFlip(mobj)*mobj->info->speed;
 		break;
+	case MT_SPIKE:
+		if (mobj->fuse)
+		{
+			mobj->fuse--;
+			break;
+		}
+		P_SetMobjState(mobj, mobj->state->nextstate);
+		mobj->fuse = mobj->info->speed;
+		if (mobj->spawnpoint)
+			mobj->fuse += mobj->spawnpoint->angle;
+		break;
+	case MT_WALLSPIKE:
+		if (mobj->fuse)
+		{
+			mobj->fuse--;
+			break;
+		}
+		P_SetMobjState(mobj, mobj->state->nextstate);
+		mobj->fuse = mobj->info->speed;
+		if (mobj->spawnpoint)
+			mobj->fuse += (mobj->spawnpoint->angle / 360);
+		break;
+	case MT_WALLSPIKEBASE:
+		if (!mobj->target)
+		{
+			P_RemoveMobj(mobj);
+			return;
+		}
+		mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK);
+#if 0
+		if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle
+		{
+			mobj_t* target = mobj->target; // shortcut
+			const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale);
+			P_UnsetThingPosition(mobj);
+			mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius);
+			mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius);
+			P_SetThingPosition(mobj);
+			mobj->angle = target->angle + ANGLE_90;
+		}
+#endif
+		break;
 	case MT_ROCKCRUMBLE1:
 	case MT_ROCKCRUMBLE2:
 	case MT_ROCKCRUMBLE3:
@@ -9238,25 +9282,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
 
 	switch (mobj->type)
 	{
-	case MT_WALLSPIKEBASE:
-		if (!mobj->target) {
-			P_RemoveMobj(mobj);
-			return false;
-		}
-		mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK);
-#if 0
-		if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle
-		{
-			mobj_t* target = mobj->target; // shortcut
-			const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale);
-			P_UnsetThingPosition(mobj);
-			mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius);
-			mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius);
-			P_SetThingPosition(mobj);
-			mobj->angle = target->angle + ANGLE_90;
-		}
-#endif
-		break;
 	case MT_FALLINGROCK:
 		// Despawn rocks here in case zmovement code can't do so (blame slopes)
 		if (!mobj->momx && !mobj->momy && !mobj->momz
@@ -9942,18 +9967,6 @@ static boolean P_FuseThink(mobj_t *mobj)
 		break;
 	case MT_METALSONIC_BATTLE:
 		break; // don't remove
-	case MT_SPIKE:
-		P_SetMobjState(mobj, mobj->state->nextstate);
-		mobj->fuse = mobj->info->speed;
-		if (mobj->spawnpoint)
-			mobj->fuse += mobj->spawnpoint->angle;
-		break;
-	case MT_WALLSPIKE:
-		P_SetMobjState(mobj, mobj->state->nextstate);
-		mobj->fuse = mobj->info->speed;
-		if (mobj->spawnpoint)
-			mobj->fuse += (mobj->spawnpoint->angle / 360);
-		break;
 	case MT_NIGHTSCORE:
 		P_RemoveMobj(mobj);
 		return false;
@@ -10422,7 +10435,7 @@ static fixed_t P_DefaultMobjShadowScale (mobj_t *thing)
 
 		case MT_RING:
 		case MT_FLINGRING:
-		
+
 		case MT_COIN:
 		case MT_FLINGCOIN:
 
@@ -12956,17 +12969,18 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
 		// Pop up spikes!
 		if (mthing->options & MTF_OBJECTSPECIAL)
 		{
-			mobj->flags &= ~MF_SCENERY;
 			mobj->fuse = (16 - mthing->extrainfo)*(mthing->angle + mobj->info->speed)/16;
 			if (mthing->options & MTF_EXTRA)
 				P_SetMobjState(mobj, mobj->info->meleestate);
 		}
-		// Use per-thing collision for spikes if the deaf flag isn't checked.
-		if (!(mthing->options & MTF_AMBUSH) && !metalrecording)
+		else
+			mobj->flags |= MF_NOTHINK;
+		// no collision for spikes if the ambush flag is checked
+		if ((mthing->options & MTF_AMBUSH) || metalrecording)
 		{
 			P_UnsetThingPosition(mobj);
-			mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT);
-			mobj->flags |= MF_SOLID;
+			mobj->flags |= (MF_NOBLOCKMAP|MF_NOCLIPHEIGHT);
+			mobj->flags &= ~MF_SOLID;
 			P_SetThingPosition(mobj);
 		}
 		break;
@@ -12974,20 +12988,20 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
 		// Pop up spikes!
 		if (mthing->options & MTF_OBJECTSPECIAL)
 		{
-			mobj->flags &= ~MF_SCENERY;
 			mobj->fuse = (16 - mthing->extrainfo)*((mthing->angle/360) + mobj->info->speed)/16;
 			if (mthing->options & MTF_EXTRA)
 				P_SetMobjState(mobj, mobj->info->meleestate);
 		}
-		// Use per-thing collision for spikes if the deaf flag isn't checked.
-		if (!(mthing->options & MTF_AMBUSH) && !metalrecording)
+		else
+			mobj->flags |= MF_NOTHINK;
+		// no collision for spikes if the ambush flag is checked
+		if ((mthing->options & MTF_AMBUSH) || metalrecording)
 		{
 			P_UnsetThingPosition(mobj);
-			mobj->flags &= ~(MF_NOBLOCKMAP | MF_NOCLIPHEIGHT);
-			mobj->flags |= MF_SOLID;
+			mobj->flags |= (MF_NOBLOCKMAP|MF_NOCLIPHEIGHT);
+			mobj->flags &= ~MF_SOLID;
 			P_SetThingPosition(mobj);
 		}
-
 		// spawn base
 		{
 			const angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS); // the mobj's own angle hasn't been set quite yet so...
@@ -13001,6 +13015,8 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
 			P_SetScale(base, mobj->scale);
 			P_SetTarget(&base->target, mobj);
 			P_SetTarget(&mobj->tracer, base);
+			if (!(mthing->options & MTF_OBJECTSPECIAL))
+				base->flags |= MF_NOTHINK;
 		}
 		break;
 	case MT_RING_BOX:
diff --git a/src/p_saveg.c b/src/p_saveg.c
index 8a75013a3d0e2dfc8038b74a76da7319a6c05197..f9938763a71030ebe470116353ba01ab8b86055f 100644
--- a/src/p_saveg.c
+++ b/src/p_saveg.c
@@ -1614,7 +1614,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
 	diff2 = 0;
 
 	// not the default but the most probable
-	if (mobj->momx != 0 || mobj->momy != 0 || mobj->momz != 0)
+	if (mobj->momx != 0 || mobj->momy != 0 || mobj->momz != 0 || mobj->pmomz !=0)
 		diff |= MD_MOM;
 	if (mobj->radius != mobj->info->radius)
 		diff |= MD_RADIUS;
@@ -1789,6 +1789,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
 		WRITEFIXED(save_p, mobj->momx);
 		WRITEFIXED(save_p, mobj->momy);
 		WRITEFIXED(save_p, mobj->momz);
+		WRITEFIXED(save_p, mobj->pmomz);
 	}
 	if (diff & MD_RADIUS)
 		WRITEFIXED(save_p, mobj->radius);
@@ -2787,6 +2788,7 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
 		mobj->momx = READFIXED(save_p);
 		mobj->momy = READFIXED(save_p);
 		mobj->momz = READFIXED(save_p);
+		mobj->pmomz = READFIXED(save_p);
 	} // otherwise they're zero, and the memset took care of it
 
 	if (diff & MD_RADIUS)
diff --git a/src/p_user.c b/src/p_user.c
index cc232d08d8b03c8f1337c91bc339b67b96e43ea9..f066d4b0c13640e9c32d11fe7d96de21bcc0805b 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -12212,7 +12212,7 @@ void P_PlayerThink(player_t *player)
 		player->losstime--;
 
 	// Flash player after being hit.
-	if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1))
+	if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1) && player->playerstate == PST_LIVE)
 		player->mo->flags2 |= MF2_DONTDRAW;
 	else
 		player->mo->flags2 &= ~MF2_DONTDRAW;